public boolean fanqi(int x, int y) {
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boolean a = false;
if (qi[x][y] == 0) {
if (flag) {// 黑吃白
if (y - 1 0 qi[x][y - 1] == -1) {
for (int i = 2; y - i = 0; i++) {
if (qi[x][y - i] == 1) {
for (int n = 1; n i; n++) {
qi[x][y - n] = 1;
}
a = true;
if (qi[x][y - i] == 0)
i = 9;
}
}
}
if (y + 1 8 qi[x][y + 1] == -1) {
for (int i = 2; y + i 8; i++) {
if (qi[x][y + i] == 1) {
for (int n = 1; n i; n++) {
qi[x][y + n] = 1;
}
a = true;
if (qi[x][y + i] == 0)
i = 9;
}
}
}
if (x + 1 8 qi[x + 1][y] == -1) {
for (int i = 2; x + i 8; i++) {
if (qi[x + i][y] == 1) {
for (int n = 1; n i; n++) {
qi[x + n][y] = 1;
}
a = true;
if (qi[x + i][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0 qi[x - 1][y] == -1) {
for (int i = 2; x - i = 0; i++) {
if (qi[x - i][y] == 1) {
for (int n = 1; n i; n++) {
qi[x - n][y] = 1;
}
a = true;
if (qi[x - i][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0 y - 1 = 0 qi[x - 1][y - 1] == -1) {
for (int i = 2; x - i = 0 y - i = 0; i++) {
if (qi[x - i][y - i] == 1) {
for (int n = 1; n i; n++) {
qi[x - n][y - n] = 1;
}
a = true;
if (qi[x - i][y - i] == 0)
i = 9;
}
}
}
if (x + 1 8 y - 1 = 0 qi[x + 1][y - 1] == -1) {
for (int i = 2; x + i 8 y - i = 0; i++) {
if (qi[x + i][y - i] == 1) {
for (int n = 1; n i; n++) {
qi[x + n][y - n] = 1;
}
a = true;
if (qi[x + i][y - i] == 0)
i = 9;
}
}
}
if (x - 1 = 0 y + 1 8 qi[x - 1][y + 1] == -1) {
for (int i = 2; x - i = 0 y + i 8; i++) {
if (qi[x - i][y + i] == 1) {
for (int n = 1; n i; n++) {
qi[x - n][y + n] = 1;
}
a = true;
if (qi[x - i][y + i] == 0)
i = 9;
}
}
}
if (x + 1 8 y + 1 8 qi[x + 1][y + 1] == -1) {
for (int i = 2; x + i 8 y + i 8; i++) {
if (qi[x + i][y + i] == 1) {
for (int n = 1; n i; n++) {
qi[x + n][y + n] = 1;
}
a = true;
if (qi[x + i][y + i] == 0)
i = 9;
}
}
}
}
else {// 白吃黑
if (y - 1 0 qi[x][y - 1] == 1) {
for (int i = 2; y - i = 0; i++) {
if (qi[x][y - i] == -1) {
for (int n = 1; n i; n++) {
qi[x][y - n] = -1;
}
a = true;
if (qi[x][y - i] == 0)
i = 9;
}
}
}
if (y + 1 8 qi[x][y + 1] == 1) {
for (int i = 2; y + i 8; i++) {
if (qi[x][y + i] == -1) {
for (int n = 1; n i; n++) {
qi[x][y + n] = -1;
}
a = true;
if (qi[x][y + i] == 0)
i = 9;
}
}
}
if (x + 1 8 qi[x + 1][y] == 1) {
for (int i = 2; x + i 8; i++) {
if (qi[x + i][y] == -1) {
for (int n = 1; n i; n++) {
qi[x + n][y] = -1;
}
a = true;
if (qi[x + i][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0 qi[x - 1][y] == 1) {
for (int i = 2; x - i = 0; i++) {
if (qi[x - i][y] == -1) {
for (int n = 1; n i; n++) {
qi[x - n][y] = -1;
}
a = true;
if (qi[x - i][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0 y - 1 = 0 qi[x - 1][y - 1] == 1) {
for (int i = 2; x - i = 0 y - i = 0; i++) {
if (qi[x - i][y - i] == -1) {
for (int n = 1; n i; n++) {
qi[x - n][y - n] = -1;
}
a = true;
if (qi[x - i][y - i] == 0)
i = 9;
}
}
}
if (x + 1 8 y - 1 = 0 qi[x + 1][y - 1] == 1) {
for (int i = 2; x + i 8 y - i = 0; i++) {
if (qi[x + i][y - i] == -1) {
for (int n = 1; n i; n++) {
qi[x + n][y - n] = -1;
}
a = true;
if (qi[x + i][y - i] == 0)
i = 9;
}
}
}
if (x - 1 = 0 y + 1 8 qi[x - 1][y + 1] == 1) {
for (int i = 2; x - i = 0 y + i 8; i++) {
if (qi[x - i][y + i] == -1) {
for (int n = 1; n i; n++) {
qi[x - n][y + n] = -1;
}
a = true;
if (qi[x - i][y + i] == 0)
i = 9;
}
}
}
if (x + 1 8 y + 1 8 qi[x + 1][y + 1] == 1) {
for (int i = 2; x + i 8 y + i 8; i++) {
if (qi[x + i][y + i] == -1) {
for (int n = 1; n i; n++) {
qi[x + n][y + n] = -1;
}
a = true;
if (qi[x + i][y + i] == 0)
i = 9;
}
}
}
}
}
if (a)
return true;
else
return false;
}
俄羅斯方塊——java源代碼提供
import java.awt.*;
import java.awt.event.*;
//俄羅斯方塊類
public class ERS_Block extends Frame{
public static boolean isPlay=false;
public static int level=1,score=0;
public static TextField scoreField,levelField;
public static MyTimer timer;
GameCanvas gameScr;
public static void main(String[] argus){
ERS_Block ers = new ERS_Block("俄羅斯方塊游戲 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄羅斯方塊類的構(gòu)造方法
ERS_Block(String title){
super(title);
setSize(600,480);
setLayout(new GridLayout(1,2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2,1,0,30));
rightScr.setSize(120,500);
add(rightScr);
//右邊信息窗體的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
//定義標(biāo)簽和初始值
Label scorep = new Label("分?jǐn)?shù):",Label.LEFT);
Label levelp = new Label("級(jí)數(shù):",Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20,60));
scoreField.setSize(new Dimension(20,60));
levelp.setSize(new Dimension(20,60));
levelField.setSize(new Dimension(20,60));
scoreField.setText("0");
levelField.setText("1");
//右邊控制按鈕窗體的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
//定義按鈕play
Button play_b = new Button("開始游戲");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
//定義按鈕Level UP
Button level_up_b = new Button("提高級(jí)數(shù)");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
//定義按鈕Level Down
Button level_down_b =new Button("降低級(jí)數(shù)");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
//定義按鈕Level Pause
Button pause_b =new Button("游戲暫停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
//定義按鈕Quit
Button quit_b = new Button("退出游戲");
quit_b.setSize(new Dimension(50,200));
quit_b.addActionListener(new Command(Command.button_quit,gameScr));
controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}
//重寫MyPanel類,使Panel的四周留空間
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戲畫布類
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方塊邊長(zhǎng)
int rowNum; //正方格的行數(shù)
int columnNum; //正方格的列數(shù)
int maxAllowRowNum; //允許有多少行未削
int blockInitRow; //新出現(xiàn)塊的起始行坐標(biāo)
int blockInitCol; //新出現(xiàn)塊的起始列坐標(biāo)
int [][] scrArr; //屏幕數(shù)組
Block b; //對(duì)方快的引用
//畫布類的構(gòu)造方法
GameCanvas(){
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum/2 - 2;
scrArr = new int [32][32];
}
//初始化屏幕,并將屏幕數(shù)組清零的方法
void initScr(){
for(int i=0;irowNum;i++)
for (int j=0; jcolumnNum;j++)
scrArr[j]=0;
b.reset();
repaint();
}
//重新刷新畫布方法
public void paint(Graphics g){
for(int i = 0; i rowNum; i++)
for(int j = 0; j columnNum; j++)
drawUnit(i,j,scrArr[j]);
}
//畫方塊的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){ //表示畫方快的方法
case 0: g.setColor(Color.black);break; //以背景為顏色畫
case 1: g.setColor(Color.blue);break; //畫正在下落的方塊
case 2: g.setColor(Color.magenta);break; //畫已經(jīng)落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
return b; //返回block實(shí)例的引用
}
//返回屏幕數(shù)組中(row,col)位置的屬性值
public int getScrArrXY(int row,int col){
if (row 0 || row = rowNum || col 0 || col = columnNum)
return(-1);
else
return(scrArr[row][col]);
}
//返回新塊的初始行坐標(biāo)方法
public int getInitRow(){
return(blockInitRow); //返回新塊的初始行坐標(biāo)
}
//返回新塊的初始列坐標(biāo)方法
public int getInitCol(){
return(blockInitCol); //返回新塊的初始列坐標(biāo)
}
//滿行刪除方法
void deleteFullLine(){
int full_line_num = 0;
int k = 0;
for (int i=0;irowNum;i++){
boolean isfull = true;
L1:for(int j=0;jcolumnNum;j++)
if(scrArr[j] == 0){
k++;
isfull = false;
break L1;
}
if(isfull) full_line_num++;
if(k!=0 k-1!=i !isfull)
for(int j = 0; j columnNum; j++){
if (scrArr[j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[j];
}
}
for(int i = k-1 ;i rowNum; i++){
for(int j = 0; j columnNum; j++){
drawUnit(i,j,0);
scrArr[j]=0;
}
}
ERS_Block.score += full_line_num;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
//判斷游戲是否結(jié)束方法
boolean isGameEnd(){
for (int col = 0 ; col columnNum; col ++){
if(scrArr[maxAllowRowNum][col] !=0)
return true;
}
return false;
}
public void keyTyped(KeyEvent e){
}
public void keyReleased(KeyEvent e){
}
//處理鍵盤輸入的方法
public void keyPressed(KeyEvent e){
if(!ERS_Block.isPlay)
return;
tch(e.getKeyCode()){
case KeyEvent.VK_DOWN:b.fallDown();break;
case KeyEvent.VK_LEFT:b.leftMove();break;
case KeyEvent.VK_RIGHT:b.rightMove();break;
case KeyEvent.VK_SPACE:b.leftTurn();break;
}
}
}
//處理控制類
class Command implements ActionListener{
static final int button_play = 1; //給按鈕分配編號(hào)
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;
int curButton; //當(dāng)前按鈕
GameCanvas scr;
//控制按鈕類的構(gòu)造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
//按鈕執(zhí)行方法
public void actionPerformed (ActionEvent e){
tch(curButton){
case button_play:if(!ERS_Block.isPlay){
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(ERS_Block.level 10){
ERS_Block.level++;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:if(ERS_Block.level 1){
ERS_Block.level--;
ERS_Block.levelField.setText(""+ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText(""+ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
ERS_Block.timer.suspend();
pause_resume = false;
}else{
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:System.exit(0);
}
}
}
//方塊類
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六進(jìn)至表示,本行表示長(zhǎng)條四種狀態(tài)
{0x04e0,0x0464,0x00e4,0x04c4},
{0x4620,0x6c00,0x4620,0x6c00},
{0x2640,0xc600,0x2640,0xc600},
{0x6220,0x1700,0x2230,0x0740},
{0x6440,0x0e20,0x44c0,0x8e00},
{0x0660,0x0660,0x0660,0x0660}
};
int blockType; //塊的模式號(hào)(0-6)
int turnState; //塊的翻轉(zhuǎn)狀態(tài)(0-3)
int blockState; //快的下落狀態(tài)
int row,col; //塊在畫布上的坐標(biāo)
GameCanvas scr;
//塊類的構(gòu)造方法
Block(GameCanvas scr){
this.scr = scr;
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
}
//重新初始化塊,并顯示新塊
public void reset(){
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
dispBlock(1);
}
//實(shí)現(xiàn)“塊”翻轉(zhuǎn)的方法
public void leftTurn(){
if(assertValid(blockType,(turnState + 1)%4,row,col)){
dispBlock(0);
turnState = (turnState + 1)%4;
dispBlock(1);
}
}
//實(shí)現(xiàn)“塊”的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
//實(shí)現(xiàn)塊的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col+1)){
dispBlock(0);
col++;
dispBlock(1);
}
}
//實(shí)現(xiàn)塊落下的操作的方法
public boolean fallDown(){
if(blockState == 2)
return(false);
if(assertValid(blockType,turnState,row-1,col)){
dispBlock(0);
row--;
dispBlock(1);
return(true);
}else{
blockState = 2;
dispBlock(2);
return(false);
}
}
//判斷是否正確的方法
boolean assertValid(int t,int s,int row,int col){
int k = 0x8000;
for(int i = 0; i 4; i++){
for(int j = 0; j 4; j++){
if((int)(pattern[t][s]k) != 0){
int temp = scr.getScrArrXY(row-i,col+j);
if (temp0||temp==2)
return false;
}
k = k 1;
}
}
return true;
}
//同步顯示的方法
public synchronized void dispBlock(int s){
int k = 0x8000;
for (int i = 0; i 4; i++){
for(int j = 0; j 4; j++){
if(((int)pattern[blockType][turnState]k) != 0){
scr.drawUnit(row-i,col+j,s);
}
k=k1;
}
}
}
}
//定時(shí)線程
class MyTimer extends Thread{
GameCanvas scr;
public MyTimer(GameCanvas scr){
this.scr = scr;
}
public void run(){
while(true){
try{
sleep((10-ERS_Block.level + 1)*100);
}
catch(InterruptedException e){}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
ERS_Block.isPlay = false;
suspend();
}else
scr.getBlock().reset();
}
}
}
}
class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent l){
System.exit(0);
}
}
參考;bs=JAVA%B0%E6%B6%ED%C2%DE%CB%B9%B7%BD%BF%E9%2C%CE%E5%D7%D3%C6%E5%2C%BA%DA%B0%D7%C6%E5sr=z=cl=3f=8wd=JAVA%B6%ED%C2%DE%CB%B9%B7%BD%BF%E9%2C%CE%E5%D7%D3%C6%E5%2C%BA%DA%B0%D7%C6%E5ct=0
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.awt.geom.*;
import javax.swing.JOptionPane.*;
public class FiveChess
{
public static void main(String[] args)
{
JFrame myFrame = new JFrame("快樂(lè)五子棋");
myFrame.getContentPane().add(new MyPanel());
Toolkit mykit = myFrame.getToolkit();
Dimension mysize = mykit.getScreenSize();
myFrame.setBounds(0,0,mysize.width,mysize.height - 40);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
myFrame.show();
}
}
class MyPanel extends JPanel implements MouseListener
{
private Point start = new Point(0,0);
private Point next = new Point(0,0);
boolean[][] chessBo = new boolean[19][19];
boolean chessCo = true; //判斷顏色的,true 黑
boolean winchess = true; //true,為勝利
MyPanel(){
addMouseListener(this);
setBackground(Color.blue);
}
public boolean winkill(int x,int y) //win ?
{
int countBlack = 0,countWhite = 0;
boolean winchess01 = false;
//x,y 取到r01,r02的值
for(int i = 0;i 5;i++)//判斷縱向下
{
if((x + i) 20)
break;
if(chessCo chessBo[x + i][y])
countBlack++;
else if(chessBo[x + i][y] (chessCo == false))
countWhite++;
}
for(int i = 0;i 5;i++)//判斷縱向上
{
if((x - i) = 0)
break;
if(chessCo chessBo[x - i][y])
countBlack++;
else if(chessBo[x - i][y] (chessCo == false))
countWhite++;
}
if((countBlack == 5) || (countWhite == 5))
winchess01 = true;
return winchess01;
}
public void paint(Graphics g)//畫棋盤
{
Graphics2D g2D = (Graphics2D)g;
g2D.setPaint(Color.black);
float pay = 60.0f,pbx = 60.0f;
float lett = 25.0f;
Point2D.Float p1 = new Point2D.Float(60.0f,pay);
Point2D.Float p2 = new Point2D.Float(510.0f,pay);
Point2D.Float p3 = new Point2D.Float(pbx,60.0f);
Point2D.Float p4 = new Point2D.Float(pbx,510.0f);
for(int i=0;i19;i++){
Line2D.Float lineH = new Line2D.Float(p1,p2);
Line2D.Float lineV = new Line2D.Float(p3,p4);
pay += lett;
p1 = new Point2D.Float(60.0f,pay);
p2 = new Point2D.Float(510.0f,pay);
pbx += lett;
p3 = new Point2D.Float(pbx,60.0f);
p4 = new Point2D.Float(pbx,510.0f);
g2D.draw(lineH);
g2D.draw(lineV);
}
}
public void mousePressed(MouseEvent evt)
{
}
public void mouseClicked(MouseEvent evt)
{
int x = evt.getX();
int y = evt.getY();
int clickCount = evt.getClickCount();
if(clickCount =1 ){
if((x 48 x 522) (y 48 y 522))
draw(x,y);
}
}
public void draw(int dx,int dy)
{
int r01 = 0,r02 = 0;
Graphics g = getGraphics();
start.x = dx;
start.y = dy;
r01 = (start.x + 13 - 60) / 25; //r01 、r02當(dāng)前的格子
r02 = (start.y + 13 - 60) / 25;
//System.out.println(r01 + "-" + r02);
next.x = 25 * r01 + 60 - 11;
next.y = 25 * r02 + 60 - 11;
//System.out.println(next.x + "-" + next.y);
if(chessCo){
chessCo = false;
g.setColor(Color.black);
g.fillOval(next.x,next.y,20,20);
chessBo[next.x][next.y] = true;//用這個(gè)時(shí),黑白子可交替出現(xiàn),
//chessBo[r01][r02] = true;//用這個(gè)代替上面那個(gè)時(shí)黑白子不可交替了,不知道為什么會(huì)這樣
//加入判斷勝負(fù)的方法winkill()
if(winchess == winkill(r01,r02))
showMessage();
}
if(!chessCo){
chessCo = true;
g.setColor(Color.white);
g.fillOval(next.x,next.y,20,20);
chessBo[r01][r02] = true;
}
//g.drawOval(next.x,next.y,20,20);
g.dispose();
}
public void mouseReleased(MouseEvent evt)
{
}
public void mouseEntered(MouseEvent evt)
{
}
public void mouseExited(MouseEvent evt)
{
}
public void showMessage()
{
JOptionPane.showMessageDialog(null,
"You are win.",
"wide288 to Message!",
JOptionPane.INFORMATION_MESSAGE);
}
}
1. 把二維數(shù)組當(dāng)作是一維的:
例: 有數(shù)組char[3][3], 如 char[2][2]可以下標(biāo)對(duì)應(yīng)的數(shù)值為2×3 + 2 = 8,這個(gè)應(yīng)該是第三行第三列的數(shù)據(jù)下標(biāo)
2. 使用隨機(jī)數(shù)生成器生成一定范圍的下標(biāo)(例如,0~8),反算數(shù)組中的位置,這個(gè)位置作為下子的地方。(下子就是把對(duì)應(yīng)的數(shù)組中設(shè)成黑子或者白子)
3. 循環(huán)第二步,直至放滿
(注意,可能會(huì)產(chǎn)生重復(fù)下標(biāo),需要先判斷看看有沒有已經(jīng)有棋子在其上)